
Ben Cour developed core gameplay, AI, and environment systems for the BenCour14/DT_Project_Mickey repository over six months, delivering 107 features and resolving 30 bugs. He established a scalable Unreal Engine pipeline, integrating 3D art, AI behavior trees, and advanced material and shader workflows. His work included player movement, weapon systems, and AI navigation, as well as terrain deformation, dynamic lighting, and tutorial onboarding. Using Blueprints, JSON, and Unreal Engine assets, Ben ensured maintainable code and stable builds through rigorous version control and merge conflict resolution. His engineering approach emphasized modularity, visual fidelity, and collaborative workflows, resulting in robust, extensible game systems.

Monthly Summary — April 2025 (Month: 2025-04) Key features delivered: - Grass system implemented with area-specific grass added (Area 1). Commits include 3e6d917 and ba41d186. - Ziplines mechanic rework: Ziplines re-enabled and working again (commit dcfa47cb). - Teleporters behavior fixed (commit bdc2cae7). - Tutorial system enhancements: Phase 2 progression, egg nests, and overall functionality improvements; plus related content, lighting, fonts, and cutscenes updates (selected commits: b321790b, 1ee0d528, 99a42453, 14194d04, 4b8dfe5b, 9a42f81a, 59ccfb0c, 974bae88, 221a04bf, 6cb97f7a, 75e13e80, 235a4127). - UI and tutorial polish: icons, animated tutorial text, and finalized tutorial UI panel (f6b0aee1, 5ee44985, 041e7a4d). - Other features and improvements: tutorial maps and lighting fixes, holographic doors, outline shader and lighting improvements, zipline wire height optimization with culling, target points setup with performance improvements, and pre-merge housekeeping for release readiness. - Area 1 and area 02 groundwork and UI/level tweaks: Area 1 initial area work, area 02 conflict resolution, and related UI tweaks (incl. minimap changes).
Monthly Summary — April 2025 (Month: 2025-04) Key features delivered: - Grass system implemented with area-specific grass added (Area 1). Commits include 3e6d917 and ba41d186. - Ziplines mechanic rework: Ziplines re-enabled and working again (commit dcfa47cb). - Teleporters behavior fixed (commit bdc2cae7). - Tutorial system enhancements: Phase 2 progression, egg nests, and overall functionality improvements; plus related content, lighting, fonts, and cutscenes updates (selected commits: b321790b, 1ee0d528, 99a42453, 14194d04, 4b8dfe5b, 9a42f81a, 59ccfb0c, 974bae88, 221a04bf, 6cb97f7a, 75e13e80, 235a4127). - UI and tutorial polish: icons, animated tutorial text, and finalized tutorial UI panel (f6b0aee1, 5ee44985, 041e7a4d). - Other features and improvements: tutorial maps and lighting fixes, holographic doors, outline shader and lighting improvements, zipline wire height optimization with culling, target points setup with performance improvements, and pre-merge housekeeping for release readiness. - Area 1 and area 02 groundwork and UI/level tweaks: Area 1 initial area work, area 02 conflict resolution, and related UI tweaks (incl. minimap changes).
March 2025 performance summary for BenCour14/DT_Project_Mickey focusing on delivering business value, stabilizing core systems, and advancing visuals and gameplay. The month combined terrain and cave feature work with major shader and material enhancements, onboarding readiness, and AI/pathfinding improvements, all aligned with the project's open-world exploration goals.
March 2025 performance summary for BenCour14/DT_Project_Mickey focusing on delivering business value, stabilizing core systems, and advancing visuals and gameplay. The month combined terrain and cave feature work with major shader and material enhancements, onboarding readiness, and AI/pathfinding improvements, all aligned with the project's open-world exploration goals.
February 2025 highlights focused on terrain realism, world-building content, and pipeline stability. Delivered a sand deformation system with deformation, fade, and texture enhancements tied to a landscape reference; polished blue sand materials; added lighting and environment polish; expanded the world with Open Land Content and Area-01 improvements including reintroduced blue material; implemented a footsteps system; advanced Sky Islands with greybox completion and Slipstreams scaffolding; established RVT texture workflow and virtual textures with island behavior refinements; performed essential project maintenance and merged main branch for streamlined collaboration.
February 2025 highlights focused on terrain realism, world-building content, and pipeline stability. Delivered a sand deformation system with deformation, fade, and texture enhancements tied to a landscape reference; polished blue sand materials; added lighting and environment polish; expanded the world with Open Land Content and Area-01 improvements including reintroduced blue material; implemented a footsteps system; advanced Sky Islands with greybox completion and Slipstreams scaffolding; established RVT texture workflow and virtual textures with island behavior refinements; performed essential project maintenance and merged main branch for streamlined collaboration.
Month: 2025-01 — BenCour14/DT_Project_Mickey. Focused on establishing a stable development foundation for level design and traversal, delivering core scene setup, map alignment, and night-cycle groundwork, while stabilizing editor/gameplay with a crash fix. Notable progress includes greybox progression and secret cave expansion, plus traversal prototypes (zipline and ledge walk). Visual polish and rendering improvements were pursued via shader tuning and Nanite-based sand rendering. Prepared merge-ready workflows with editor notes to streamline integration and future iterations. Key achievements (highlights): - Scene setup and top-down map alignment achieved, enabling accurate level design and asset placement. - Night cycle end sequence and lighting progression implemented for immersive gameplay and day/night consistency. - Greybox progression and secret cave expansion advanced with meshes, establishing design cadence and blocking for major paths. - Prototype traversal groundwork established (zipline prototype and ledge walk prep) to validate player movement systems. - Crash fix delivering stability across gameplay/editor sessions, improving reliability for ongoing development and testing.
Month: 2025-01 — BenCour14/DT_Project_Mickey. Focused on establishing a stable development foundation for level design and traversal, delivering core scene setup, map alignment, and night-cycle groundwork, while stabilizing editor/gameplay with a crash fix. Notable progress includes greybox progression and secret cave expansion, plus traversal prototypes (zipline and ledge walk). Visual polish and rendering improvements were pursued via shader tuning and Nanite-based sand rendering. Prepared merge-ready workflows with editor notes to streamline integration and future iterations. Key achievements (highlights): - Scene setup and top-down map alignment achieved, enabling accurate level design and asset placement. - Night cycle end sequence and lighting progression implemented for immersive gameplay and day/night consistency. - Greybox progression and secret cave expansion advanced with meshes, establishing design cadence and blocking for major paths. - Prototype traversal groundwork established (zipline prototype and ledge walk prep) to validate player movement systems. - Crash fix delivering stability across gameplay/editor sessions, improving reliability for ongoing development and testing.
December 2024 performance highlights for BenCour14/DT_Project_Mickey: Delivered core visual fidelity improvements, shader enhancements, and cross-map asset management, while stabilizing the codebase with critical merge-related fixes. Key outcomes include landscape visual updates with mud textures and updated materials, a new toon/outline shader pipeline with related assets and post-process materials that refine environment and player visuals, and a consolidation of shared asset folders along with a balance tweak for grunt attack delay. In addition, merge-related issues were addressed by restoring landscape materials after a merge bug and fixing map references to ensure reliable loading across maps. Overall, these efforts increased environmental realism, ensured consistent visuals across maps, reduced merge risk, and accelerated iteration for artists and developers.
December 2024 performance highlights for BenCour14/DT_Project_Mickey: Delivered core visual fidelity improvements, shader enhancements, and cross-map asset management, while stabilizing the codebase with critical merge-related fixes. Key outcomes include landscape visual updates with mud textures and updated materials, a new toon/outline shader pipeline with related assets and post-process materials that refine environment and player visuals, and a consolidation of shared asset folders along with a balance tweak for grunt attack delay. In addition, merge-related issues were addressed by restoring landscape materials after a merge bug and fixing map references to ensure reliable loading across maps. Overall, these efforts increased environmental realism, ensured consistent visuals across maps, reduced merge risk, and accelerated iteration for artists and developers.
Month: 2024-11 — Delivered a foundational and scalable gameplay/AI pipeline for DT_Project_Mickey, establishing the base for rapid feature delivery and maintainable AI. Implemented core player loop (movement, aiming, weapon system, shooting, ammo/reload, sprint with dash), AI groundwork (perception, sensing, behavior trees, and combat), and essential environment foundations (placeables, terrain materials, lush environment). Achieved robust asset organization and session management, enabling clean collaboration and deployment readiness. Stabilized builds through targeted perception fixes and rotation/target handling improvements, and completed end-of-day housekeeping to maintain branch stability.
Month: 2024-11 — Delivered a foundational and scalable gameplay/AI pipeline for DT_Project_Mickey, establishing the base for rapid feature delivery and maintainable AI. Implemented core player loop (movement, aiming, weapon system, shooting, ammo/reload, sprint with dash), AI groundwork (perception, sensing, behavior trees, and combat), and essential environment foundations (placeables, terrain materials, lush environment). Achieved robust asset organization and session management, enabling clean collaboration and deployment readiness. Stabilized builds through targeted perception fixes and rotation/target handling improvements, and completed end-of-day housekeeping to maintain branch stability.
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